Hi. I’m not 100% clear on the question, but I’ll try to give some help:
- Corona is single threaded. So, if you’re thinking you’ll get a ‘boost’ w/ more cores/threads that won’t help. The only thing that will do is help you if the device you’re on is running other (competing) apps in the background.
- CPU usage is only part of the FPS equation. If you over tax the graphics pipeline you’ll see a slowdown too, so low FPS can be cased by all of these separately or together:
- Too many objects being created at once.
- Too many objects being displayed.
- Too many shader features being used in any one frame.
- Too many masks and/or containers being created at once.
- Too many masks and/or containers being displayed at once.
- Too much information (including objects) loaded into main memory.
- Too many timers and or enterframe listeners firing in a single frame.
- Too many inputs events being processed and acted on (especially accelerometer events)
- Too many transitions in flight (running at same time).
Note: I differentiate creation costs from display costs. Actually creation costs are Creation + One Display, so it is much easier to hit this bump. Once an object is created, having too many can also be a problem.
Note 2: I know you’ll probably want numbers to go w/ the concept of ‘too many’, but I don’t have anything for you right now. I once dedicated significant time to benchmarking Corona features on multiple hardware device (with the help of others), but that was years ago and my data is lost and old.